Jeffrey Mckee from Arizona
i go by ZAR most of the time,
I play G40 and 1942 mostly and mostly online except when Consimworld is on in Tempe AZ
I am organizing a G$0 BM tournament next month so sign up and play
Jeffrey Mckee from Arizona
i go by ZAR most of the time,
I play G40 and 1942 mostly and mostly online except when Consimworld is on in Tempe AZ
I am organizing a G$0 BM tournament next month so sign up and play
@Amon-Sul
L24 BM Zarhunter (Axis) vs FlyingBadger (Allies+15)
FlyingBadger wins
Axis & Allies G40 BM3 Ver 4.1 TripleA tournament
update 1
Tournament Director is Jeffrey McKee zarhunter@yahoo.com
There are 2 Tournament Judges will conduct rules implementaitons during the tournament and make final decisions on rules violations and game disputes and are prohibited from making rulings on their own games.
Matthew Brom belochai@gmail.com
Terry Teare tearet@yahoo.com
Format
The tournament will be Axis & Allies Global 1940 using the TripleA Balanced Mod 3 ver. 4.1.
Turns will be sent by email to the opposing player, and it is advised to add whose turn was just completed and add the Turn number for easy reference.
Bids for starting positions are allowed and just need to be confirmed by both players. Suggest a continuous email thread with Turn and Nation to keep easy track of progress. The German player will be responsilbe for starting the game after the two opponents have been notified. The bid will be placed before the first German action.
Double eliminination but due to the odd number of players participating there could be a player with 2 losses still playing to keep everyone involved, but once you have 2 losses you are not eligible to win the tournament.
Player assignment will be radmonly determined by the moderator and hopefully there are no byes, the moderator will be exempt from a bye if one is necessary. A judge will be assigned so every player knows who to go to for support.
Game updates
I will be using Facebook and sending group emails with updates and standings.
A win is declared by either victory conditions or resignation and is awarded 1 point, while a loss results in 0 points.
Losing player is responsible to notify the moderator. This way itâs certain the losing player agrees with the game result.
Tiebreaker If two or more players end up with the same score, the order is decided by the result of the direct encounter.
Game rules
Axis Allies Global 1940 base rules with Balanced Mod 3 rule changes
Revised Air Raid Rules: Fighters attack and defend at 2.
Strategic and tactical bombers attack at 1.
Revised Capital Capture Rules: The capture of a playerâs capital results in the plunder of that playerâs PUs only the first time the capital is taken. Subsequent recapture of the same capital results in the playerâs PUs being destroyed.
Revised Victory Conditions: If Germany is Allied controlled, an Axis victory in the Pacific requires 7 (rather than 6) Pacific VCs. If Japan is Allied controlled, an Axis victory in Europe requires 9 (rather than 8) Europe VCs.
Revised Bomber Cost: Strategic bombers now cost 14 PUs, rather than 12.
New Unit - Marines: Cost 5; Attack at 1 (2 during amphibious assaults); Defend at 2; No bonus from artillery; Can be loaded onto cruisers and battleships (1 to a ship). Note: During amphibious assaults, Battleships and Cruisers may bombard any adjacent territory in which an amphibious assault is occurring, regardless of where they unloaded their marines.
Updated National Objectives,
Vichy France is added if certain conditions are met
TripleA Map:
World War II Global 1940 Balanced Mod3 Version 4.1
No technology
Bidding
Bid to determine sides
Bidding to determine sides
Not required, but normally used to ensure that both teams are satisfied with the side they are playing. The bidding-process follows that one team begins by offering to play a side for a certain amount of IPC, then the other team may accept the bid or offer a counter-bid, which has to be lower. The process continues until one team has accepted the other teamâs bid.
When notified of the start of the game by email from the Moderator, there will be a notice in the subject line of who will start the bidding. The amount bid is the amount of IPC they will start the game with to play that particular side.
Only one bid-unit in a territory or sea zone,the nation placing a bid-unit must have started with a unit in the territory or sea zone prior to placing the bid
China is limited to bid-units of infantry.
Time limits
There is a 48 hour time-limit per move. This may be negotiated by the players at game start. If there is agreement upon different time-limits, it has to be posted as a prerequisite in the game thread before the actual game is started. If there is a need for a delay or time off due to RL needs, vacation then let you opponent, moderator or Judge know and it will be granted. We are here for Fun, but if it appears that player is stalling then a judgement will have to be made but lets not have that.
AWOL
If a turn is not posted within 7 days of either the previous turn post, request for a game decision or the end of a predetermined vacation, then the player failing to post may be disqualified and declared a loss for that game by request of the opposing team.
Assumptions
The purpose is to reduce the number of game stoppages for opponent decisions. Because you are assuming a decision for your opponent, the opponent must always be given the benefit of the doubt and judges will always decide in this manner.
When making an assumption, thereâs a risk that the opponent will disagree after seeing the turn. If there is an issue with assumption, the players should try and come to an agreement about how to handle it. If thereâs no agreement, then the defender can demand that the entire concerned battle(s) will be re-rolled. Alternatively either team may request an judge ruling.
Order of play
From page 11 in the rulebook:
Axis and Allies is played in rounds. A round consists of each power taking a turn. Your powerâs turn consists of six phases, which take place in a fixed sequence. When you finish the Collect Income phase, your turn is over. Play then passes to the next power.
You may edit as needed for non-combat movement or game engine issues IE fighter losses. Any game edits should be explained in the email that is sent to the player for the next turn
Playerâs responsibility
It is primarily the playersâ responsibility to keep themselves informed of the rules. The judges are mainly at hand for help and support.
Grab your Mouse and click away
Jeffrey âZarâ McKee
@zarhunter
This should work, thanks
@FlyingBadger
Edit is not a problem.
USSR 240850_turn2_ USSR.tsvg
@FlyingBadger shoot
again
40850_turn7_ USSR.tsvg
to many games
L24 BM FlyingBadger (Axis) vs Zarhunter (Allies+15) #1
Axis win by FlyingBadger
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 1
Purchase Units - ANZAC
ANZAC buy 1 infantry and 1 transport; Remaining resources: 0 PUs;
Combat Move - ANZAC
Non Combat Move - ANZAC
2 infantry moved from New South Wales to 62 Sea Zone
2 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
2 infantry moved from 45 Sea Zone to Dutch New Guinea
ANZAC take Dutch New Guinea from Dutch
2 fighters moved from New Zealand to Queensland
2 aaGuns moved from New South Wales to Queensland
1 cruiser moved from 63 Sea Zone to 62 Sea Zone
1 destroyer moved from 62 Sea Zone to 54 Sea Zone
Place Units - ANZAC
1 infantry placed in New South Wales
1 transport placed in 62 Sea Zone
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from 54 Sea Zone: 1 destroyer
EDIT: Adding units owned by ANZAC to 62 Sea Zone: 1 destroyer
EDIT: Turning off Edit Mode
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUs
Combat Move - French
1 destroyer moved from 93 Sea Zone to 92 Sea Zone
1 cruiser moved from 93 Sea Zone to 96 Sea Zone
1 infantry moved from Algeria to Morocco
1 destroyer moved from 72 Sea Zone to 81 Sea Zone
1 infantry moved from French West Africa to French Central Africa
Combat - French
Battle in 92 Sea Zone
French attack with 1 destroyer
Italians defend with 1 transport
1 transport owned by the Italians lost in 92 Sea Zone
French win with 1 destroyer remaining. Battle score for attacker is 7
Casualties for Italians: 1 transport
Non Combat Move - French
1 infantry moved from Syria to Trans-Jordan
Turn Complete - French
Combat Hit Differential Summary :
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 1
Purchase Units - Americans
Americans buy 1 carrier, 2 destroyers and 2 fighters; Remaining resources: 0 PUs;
Combat Move - Americans
Non Combat Move - Americans
1 fighter moved from Philippines to Guam
1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter and 1 tactical_bomber moved from 10 Sea Zone to 26 Sea Zone
1 infantry moved from Western United States to 10 Sea Zone
1 artillery moved from Western United States to 10 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber moved from 26 Sea Zone to Hawaiian Islands
1 destroyer and 1 submarine moved from 35 Sea Zone to 54 Sea Zone
1 fighter moved from Western United States to Hawaiian Islands
2 fighters moved from Hawaiian Islands to 26 Sea Zone
1 mech_infantry moved from Western United States to Eastern United States
1 armour, 1 bomber, 1 infantry and 3 mech_infantrys moved from Central United States to Eastern United States
Place Units - Americans
1 carrier and 2 destroyers placed in 101 Sea Zone
2 fighters placed in 101 Sea Zone
Turn Complete - Americans
Americans collect 52 PUs; end with 52 PUs
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 4 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
2 infantry moved from Szechwan to Yunnan
1 fighter moved from Szechwan to Yunnan
Combat - Chinese
Battle in Yunnan
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 1 artillery
Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 2 : 0/3 hits, 0.83 expected hits
Japanese roll dice for 1 artillery in Yunnan, round 2 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 3 : 0/3 hits, 0.83 expected hits
Japanese roll dice for 1 artillery in Yunnan, round 3 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 4 : 0/3 hits, 0.83 expected hits
Japanese roll dice for 1 artillery in Yunnan, round 4 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 5 : 2/3 hits, 0.83 expected hits
Japanese roll dice for 1 artillery in Yunnan, round 5 : 0/1 hits, 0.33 expected hits
1 artillery owned by the Japanese lost in Yunnan
Chinese win, taking Yunnan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 4
Casualties for Japanese: 1 artillery
Non Combat Move - Chinese
1 fighter moved from Yunnan to Szechwan
1 infantry moved from Kweichow to Szechwan
Place Units - Chinese
4 infantry placed in Szechwan
Turn Complete - Chinese
Chinese collect 9 PUs; end with 9 PUs
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 12 PUs
Purchase Units - British
British buy 1 fighter and 6 infantry; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery, 3 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - British
1 destroyer moved from 109 Sea Zone to 106 Sea Zone
1 submarine moved from 91 Sea Zone to 96 Sea Zone
1 cruiser moved from 91 Sea Zone to 96 Sea Zone
1 fighter moved from Malta to 97 Sea Zone
1 fighter moved from Gibraltar to 97 Sea Zone
1 tactical_bomber moved from 98 Sea Zone to 97 Sea Zone
1 cruiser moved from 98 Sea Zone to 97 Sea Zone
1 submarine moved from 98 Sea Zone to 97 Sea Zone
1 bomber moved from United Kingdom to 97 Sea Zone
1 destroyer moved from 98 Sea Zone to 97 Sea Zone
1 artillery moved from Alexandria to 98 Sea Zone
1 artillery moved from India to 39 Sea Zone
1 infantry moved from India to 39 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 76 Sea Zone
1 cruiser moved from 39 Sea Zone to 76 Sea Zone
1 infantry moved from Anglo Egyptian Sudan to Ethiopia
1 mech_infantry moved from Egypt to Ethiopia
1 infantry moved from Alexandria to 98 Sea Zone
1 artillery and 1 infantry moved from 76 Sea Zone to Ethiopia
1 artillery, 1 infantry and 1 transport moved from 98 Sea Zone to 76 Sea Zone
1 artillery and 1 infantry moved from 76 Sea Zone to Ethiopia
Combat - British
Battle in Ethiopia
British attack with 2 artilleries, 3 infantry and 1 mech_infantry
Italians defend with 1 artillery and 2 infantry
British roll dice for 1 cruiser in Ethiopia, round 2 : 1/1 hits, 0.50 expected hits
British roll dice for 2 artilleries, 3 infantry and 1 mech_infantry in Ethiopia, round 2 : 4/6 hits, 1.67 expected hits
Italians roll dice for 1 artillery and 2 infantry in Ethiopia, round 2 : 1/3 hits, 1.00 expected hits
1 infantry owned by the British lost in Ethiopia
1 artillery owned by the Italians and 2 infantry owned by the Italians lost in Ethiopia
British win, taking Ethiopia from Italians with 2 artilleries, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 7
Casualties for British: 1 infantry
Casualties for Italians: 1 artillery and 2 infantry
Battle in 106 Sea Zone
British attack with 1 destroyer
Germans defend with 1 submarine
British roll dice for 1 destroyer in 106 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Germans roll dice for 1 submarine in 106 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
British roll dice for 1 destroyer in 106 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
Germans roll dice for 1 submarine in 106 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits
British roll dice for 1 destroyer in 106 Sea Zone, round 4 : 1/1 hits, 0.33 expected hits
Germans roll dice for 1 submarine in 106 Sea Zone, round 4 : 0/1 hits, 0.17 expected hits
1 submarine owned by the Germans lost in 106 Sea Zone
British win, taking 106 Sea Zone from Germans with 1 destroyer remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarine
Battle in 97 Sea Zone
British attack with 1 bomber, 1 cruiser, 1 destroyer, 2 fighters, 1 submarine and 1 tactical_bomber
Italians defend with 1 battleship, 1 cruiser and 1 transport
British roll dice for 1 submarine in 97 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
Units damaged: 1 battleship owned by the Italians
British roll dice for 1 bomber, 1 cruiser, 1 destroyer, 2 fighters and 1 tactical_bomber in 97 Sea Zone, round 2 : 4/6 hits, 3.17 expected hits
Italians roll dice for 1 battleship, 1 cruiser and 1 transport in 97 Sea Zone, round 2 : 1/2 hits, 1.17 expected hits
1 fighter owned by the British lost in 97 Sea Zone
1 transport owned by the Italians, 1 cruiser owned by the Italians and 1 battleship owned by the Italians lost in 97 Sea Zone
British win, taking 97 Sea Zone from Neutral with 1 bomber, 1 cruiser, 1 destroyer, 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 29
Casualties for British: 1 fighter
Casualties for Italians: 1 battleship, 1 cruiser and 1 transport
Battle in 96 Sea Zone
British attack with 1 cruiser and 1 submarine
Italians defend with 1 destroyer and 1 transport
British roll dice for 1 submarine in 96 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
British roll dice for 1 cruiser in 96 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
Italians roll dice for 1 destroyer and 1 transport in 96 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
British roll dice for 1 submarine in 96 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
British roll dice for 1 cruiser in 96 Sea Zone, round 3 : 0/1 hits, 0.50 expected hits
Italians roll dice for 1 destroyer and 1 transport in 96 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
British roll dice for 1 submarine in 96 Sea Zone, round 4 : 0/1 hits, 0.33 expected hits
British roll dice for 1 cruiser in 96 Sea Zone, round 4 : 0/1 hits, 0.50 expected hits
Italians roll dice for 1 destroyer and 1 transport in 96 Sea Zone, round 4 : 0/1 hits, 0.33 expected hits
British roll dice for 1 submarine in 96 Sea Zone, round 5 : 0/1 hits, 0.33 expected hits
British roll dice for 1 cruiser in 96 Sea Zone, round 5 : 1/1 hits, 0.50 expected hits
Italians roll dice for 1 destroyer and 1 transport in 96 Sea Zone, round 5 : 0/1 hits, 0.33 expected hits
1 destroyer owned by the Italians lost in 96 Sea Zone
1 transport owned by the Italians lost in 96 Sea Zone
British win with 1 cruiser and 1 submarine remaining. Battle score for attacker is 15
Casualties for Italians: 1 destroyer and 1 transport
Non Combat Move - British
1 bomber, 1 fighter and 1 tactical_bomber moved from 97 Sea Zone to Malta
1 battleship moved from 111 Sea Zone to 118 Sea Zone
1 transport moved from 109 Sea Zone to 106 Sea Zone
1 armour and 1 infantry moved from Quebec to New Brunswick Nova Scotia
1 artillery and 1 infantry moved from Ontario to Quebec
1 aaGun, 1 fighter and 2 infantry moved from Scotland to United Kingdom
1 carrier moved from 98 Sea Zone to 81 Sea Zone
1 armour and 1 infantry moved from Alexandria to Egypt
1 destroyer moved from 71 Sea Zone to 76 Sea Zone
1 battleship moved from 37 Sea Zone to 39 Sea Zone
1 fighter moved from Burma to India
1 infantry moved from West India to Eastern Persia
British take Eastern Persia from Neutral_Allies
Place Units - British
1 fighter and 6 infantry placed in United Kingdom
Turn Complete - British
British collect 29 PUs; end with 29 PUs
Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 32 PUs
Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 35 PUs
Place Units - UK_Pacific
1 artillery, 3 infantry and 1 mech_infantry placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 17 PUs; end with 17 PUs
Some Units in India change ownership: 1 artillery, 3 infantry and 1 mech_infantry
Combat Hit Differential Summary :
Chinese regular : -1.33
Italians regular : -1.50
Japanese regular : -1.33
Germans regular : -0.50
British regular : 2.00
@wizmark
So sorry, lost track of time and this gameâŚ
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 1
Purchase Units - Russians
Russians buy 4 artilleries and 7 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
Combat - Russians
Non Combat Move - Russians
6 infantry moved from Amur to Buryatia
2 aaGuns and 6 infantry moved from Sakha to Buryatia
3 infantry moved from Baltic States to Belarus
2 infantry moved from Eastern Poland to Western Ukraine
2 infantry moved from Bessarabia to Western Ukraine
3 infantry moved from Ukraine to Western Ukraine
2 infantry moved from Caucasus to Rostov
1 mech_infantry moved from Volgograd to Caucasus
1 armour moved from Volgograd to Bryansk
3 infantry moved from Vyborg to Novgorod
2 infantry moved from Karelia to Novgorod
1 armour moved from Russia to Western Ukraine
1 mech_infantry moved from Russia to Western Ukraine
1 artillery moved from Russia to Bryansk
1 infantry moved from Russia to Bryansk
2 aaGuns moved from Russia to Bryansk
1 infantry moved from Archangel to Belarus
1 cruiser moved from 115 Sea Zone to 114 Sea Zone
Place Units - Russians
3 artilleries placed in Ukraine
1 artillery and 7 infantry placed in Russia
Turn Complete - Russians
Russians collect 37 PUs; end with 37 PUs
Combat Hit Differential Summary :
@wizmark
sz111 yes the Scottish fighter and no to 110
if you are able, posting a screen shot allows me to answer from my phone when not at my pc.
@Culann
No problem, things come up. Itâs better to report by you. Thanks for playing.
I will be out of town starting tomorrow through friday
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 3
Purchase Units - ANZAC
ANZAC buy 1 destroyer and 2 infantry; Remaining resources: 5 PUs;
Combat Move - ANZAC
1 transport moved from 61 Sea Zone to 62 Sea Zone
1 destroyer moved from 62 Sea Zone to 54 Sea Zone
3 fighters and 3 infantry moved from New South Wales to Queensland
1 artillery moved from South Australia to New South Wales
1 infantry moved from South Australia to Queensland
Non Combat Move - ANZAC
Place Units - ANZAC
2 infantry placed in New South Wales
1 destroyer placed in 62 Sea Zone
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 15 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 18 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 21 PUs
Combat Move - French
1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan
Non Combat Move - French
Turn Complete - French
Combat Hit Differential Summary :
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 3
Purchase Units - Americans
Americans buy 1 artillery, 1 destroyer, 1 infantry, 1 marine, 4 submarines and 1 transport; Remaining resources: 5 PUs;
Politics - Americans
Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States
Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States
Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States
Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States
Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States
Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States
Combat Move - Americans
Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Americans
1 infantry moved from Eastern United States to 101 Sea Zone
1 artillery moved from Eastern United States to 101 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 artillery and 1 infantry moved from 91 Sea Zone to Gibraltar
1 cruiser moved from 101 Sea Zone to 91 Sea Zone
Combat - Americans
Battle in Gibraltar
Americans attack with 1 artillery and 1 infantry
Germans defend with 1 harbour and 2 infantry
Americans roll dice for 1 cruiser in Gibraltar, round 2 : 1/1 hits, 0.50 expected hits
Americans roll dice for 1 artillery and 1 infantry in Gibraltar, round 2 : 1/2 hits, 0.67 expected hits
Germans roll dice for 2 infantry in Gibraltar, round 2 : 0/2 hits, 0.67 expected hits
2 infantry owned by the Germans lost in Gibraltar
Americans win, taking Gibraltar from Germans with 1 artillery and 1 infantry remaining. Battle score for attacker is 6
Casualties for Germans: 2 infantry
Non Combat Move - Americans
1 destroyer moved from 101 Sea Zone to 104 Sea Zone
1 carrier and 4 submarines moved from 101 Sea Zone to 91 Sea Zone
2 fighters moved from Eastern United States to 91 Sea Zone
1 artillery and 3 infantry moved from Western United States to 10 Sea Zone
1 artillery, 1 battleship, 3 carriers, 2 cruisers, 2 destroyers, 3 fighters, 3 infantry, 1 submarine, 1 tactical_bomber and 2 transports moved from 10 Sea Zone to 26 Sea Zone
1 fighter moved from Wake Island to 26 Sea Zone
1 fighter moved from Hawaiian Islands to 26 Sea Zone
1 bomber moved from Hawaiian Islands to Queensland
1 destroyer and 1 submarine moved from 57 Sea Zone to 75 Sea Zone
Place Units - Americans
1 transport placed in 10 Sea Zone
1 destroyer and 4 submarines placed in 101 Sea Zone
Turning on Edit Mode
EDIT: Removing units owned by Americans from 26 Sea Zone: 1 cruiser
EDIT: Adding units owned by Americans to 10 Sea Zone: 1 cruiser
EDIT: Turning off Edit Mode
1 artillery, 1 infantry and 1 marine placed in Western United States
Turn Complete - Americans
Americans collect 50 PUs; end with 55 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 65 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 70 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 75 PUs
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 3 infantry; Remaining resources: 1 PUs;
Combat Move - Chinese
3 infantry moved from Szechwan to Yunnan
1 fighter moved from Szechwan to Yunnan
Combat - Chinese
Battle in Yunnan
Chinese attack with 1 fighter and 3 infantry
Japanese defend with 2 infantry
Chinese roll dice for 1 fighter and 3 infantry in Yunnan, round 2 : 3/4 hits, 1.00 expected hits
Japanese roll dice for 2 infantry in Yunnan, round 2 : 0/2 hits, 0.67 expected hits
2 infantry owned by the Japanese lost in Yunnan
Chinese win, taking Yunnan from Japanese with 1 fighter and 3 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantry
Non Combat Move - Chinese
1 fighter moved from Yunnan to Szechwan
Place Units - Chinese
3 infantry placed in Szechwan
Turn Complete - Chinese
Chinese collect 7 PUs; end with 8 PUs
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 11 PUs
Purchase Units - British
British buy 1 airfield, 1 fighter and 4 infantry; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 3 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - British
1 infantry moved from Burma to Yunnan
1 infantry moved from India to Burma
1 mech_infantry moved from Union of South Africa to Belgian Congo
1 armour moved from Kenya to Ethiopia
British take Ethiopia from Italians
1 armour moved from Ethiopia to Anglo Egyptian Sudan
Combat - British
Non Combat Move - British
1 infantry moved from Kenya to 72 Sea Zone
1 infantry and 1 transport moved from 72 Sea Zone to 81 Sea Zone
1 infantry moved from 81 Sea Zone to Egypt
1 mech_infantry moved from Egypt to Iraq
2 fighters and 1 tactical_bomber moved from Persia to India
2 infantry moved from West India to India
1 battleship, 1 cruiser and 1 destroyer moved from 39 Sea Zone to 79 Sea Zone
1 battleship, 1 cruiser, 1 destroyer and 1 transport moved from 79 Sea Zone to 80 Sea Zone
1 infantry moved from Iraq to Persia
1 bomber moved from Anglo Egyptian Sudan to India
1 transport moved from 101 Sea Zone to 86 Sea Zone
1 artillery and 1 infantry moved from Quebec to 106 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
1 artillery and 1 infantry moved from 91 Sea Zone to Morocco
2 fighters moved from United Kingdom to Gibraltar
1 infantry moved from Egypt to Alexandria
2 artilleries moved from Egypt to Alexandria
Place Units - British
1 airfield placed in Gibraltar
3 infantry placed in Persia
1 fighter and 1 infantry placed in Egypt
Turn Complete - British
British collect 35 PUs; end with 35 PUs
Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 38 PUs
Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 41 PUs
Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 44 PUs
Place Units - UK_Pacific
3 infantry and 2 mech_infantrys placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 6 PUs
Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 9 PUs
Some Units in India change ownership: 3 infantry and 2 mech_infantrys
Combat Hit Differential Summary :
Chinese regular : 2.00
Americans regular : 0.83
Japanese regular : -0.67
Germans regular : -0.67